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Ludus Mortis - party-based dungeon crawler from The 7th Circle devs set in dark fantasy Roman Empire

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
Tried hard made it to the boss who wiped my party. Will swap out thief and damaging spell caster characters for 1 more melee focus and another healer or archer next go around.
Is the T, I, R, V pillar solution supposed to be some common roman knowledge or did I just stumble into the correct answer on my fourth attempt?
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
Tried hard made it to the boss who wiped my party. Will swap out thief and damaging spell caster characters for 1 more melee focus and another healer or archer next go around.
Is the T, I, R, V pillar solution supposed to be some common roman knowledge or did I just stumble into the correct answer on my fourth attempt?
There was a hint on a wall in the hallway next to that room ;)
 

Grauken

Arcane
Patron
Joined
Mar 22, 2013
Messages
13,298
I would add some pre-made chars with equipment to the demo. As much as I like char generation, not everyone does and if somebody wants just to start the demo and start playing, this could easily be the point where they give up because it takes too long for them. Just a thought
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
I would add some pre-made chars with equipment to the demo. As much as I like char generation, not everyone does and if somebody wants just to start the demo and start playing, this could easily be the point where they give up because it takes too long for them. Just a thought
Good suggestion! I'll surely think about it, thanks
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,658
hiring cost: 10hs increase for each attribute seems very low

charge is only used to break walls? drains stamina very fast

loading times are quite long

got stuck at loading screen after finishing first mission. did not lose progress at least and next "escape" worked fine

passive skill balance seems quite funky mainly some classes get stuff like procs 5% of time which seems quite low compared to some other options

same for negative traits this seems way too good compared to other options
v4xAGLZ.png


Finished it on hard was quite easy but it is just a first mission. healer passive healing seems very strong early and bow class dmg was very high

Looks promising game so far definitely going to buy it
 

Grauken

Arcane
Patron
Joined
Mar 22, 2013
Messages
13,298
This isn't exactly feedback, more you know, how I feel about this. I like a lot here, you really nailed the setting and the visual presentation and together with the audio it feels top-notch for an indie game. Loved the intro slides with the music. Combat is solid. But overall I can't shake the feeling that I wish this was more Wizardry-like. I prefer the more deliberate feeling of stepping on every square and where each inch of the map explored meant something. Like the recent Jettatura.

Here it feels like just rushing through a larger but mostly uninspiring map that feels more generic than anything. I get what you are going with the overall gameplay, just that this isn't really what I want from a blobber. Still, wish you the best of luck with it.
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
hiring cost: 10hs increase for each attribute seems very low

charge is only used to break walls? drains stamina very fast

loading times are quite long

got stuck at loading screen after finishing first mission. did not lose progress at least and next "escape" worked fine

passive skill balance seems quite funky mainly some classes get stuff like procs 5% of time which seems quite low compared to some other options

same for negative traits this seems way too good compared to other options
v4xAGLZ.png


Finished it on hard was quite easy but it is just a first mission. healer passive healing seems very strong early and bow class dmg was very high

Looks promising game so far definitely going to buy it
Thanks. Consider that the difficulty in the demo is toned down a little bit (a lot of people complained that my previous game, Inferno, was too hard), but I will try to balance different game mechanics in the full game.

You can use "charge" on fixed enemies to surprise them with your attack (your characters will act first).

Can I have more information on the "stuck at loading screen" issue? It happened after you clicked on the "Escape" button the first time or after the "Mission Complete" screen?
This isn't exactly feedback, more you know, how I feel about this. I like a lot here, you really nailed the setting and the visual presentation and together with the audio it feels top-notch for an indie game. Loved the intro slides with the music. Combat is solid. But overall I can't shake the feeling that I wish this was more Wizardry-like. I prefer the more deliberate feeling of stepping on every square and where each inch of the map explored meant something. Like the recent Jettatura.

Here it feels like just rushing through a larger but mostly uninspiring map that feels more generic than anything. I get what you are going with the overall gameplay, just that this isn't really what I want from a blobber. Still, wish you the best of luck with it.
Thank you for playing the demo and for your comment.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,658
after clicking escape screen with "loading" text and nothing happened for few minutes before I closed game. I did another playthrough with maniac difficulty now and that went without problems. Boss 1 rounded 1 of my melee characters from full hp :)

regarding attributes getting 14 agility seems very good so you get 6 AP => 2 normal attacks from most of weapons (since you cant pass extra action points into next turn). Also it would be nice to see how many action points weapon basic attack requires without entering combat with each weapon.
 
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68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
after clicking escape screen with "loading" text and nothing happened for few minutes before I closed game. I did another playthrough with maniac difficulty now and that went without problems. Boss 1 rounded 1 of my melee characters from full hp :)

regarding attributes getting 14 agility seems very good so you get 6 AP => 2 normal attacks from most of weapons (since you cant pass extra action points into next turn). Also it would be nice to see how many action points weapon basic attack requires without entering combat with each weapon.
Thanks for the bug report.
Attacking consume 3 AP with every "light" and "medium" weapon; "heavy" weapons need 4 AP. Dual wield attacks use 4 AP as well.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,658
If you dont have enough money you call still hire gladiator for free (not sure if intended)

iKoq2RT.png


Another suggestion is that it would be possible to see active skills/spells and passive skills for different classes while in character creation.
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
If you dont have enough money you call still hire gladiator for free (not sure if intended)

iKoq2RT.png


Another suggestion is that it would be possible to see active skills/spells and passive skills for different classes while in character creation.
Yes, it's intended (check the question mark in the top right corner for more details); even if you don't have money, you can still hire very weak gladiators for free
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
Small steam update: https://store.steampowered.com/news/app/2197650/view/3703692662173969598
Hi,

It's been a while since the last update, sorry! I'm currently working on new game mechanics and now Ludus Mortis is even deeper and more rich of contents.

This means that the development is taking a little bit longer than expected, but my goal is still to release the game this summer.

I've taken notes on your feedbacks about the demo, and these are some changes that you will find in the complete game:

Context menu
Click the middle mouse button anywhere on the screen to view a context menu and perform quick actions during the exploration

c7b0634613c9962df8f7027386698970328f55e7.jpg


Faster Combat
You can select the "Fast Combat" option in the setting menu to increase the speed of enemies

Faster Loading Times
You can already experience faster loading times in the last demo update, but I've reduced other loading times as well for the final game.

Also, there are a lot of other improvements and plenty of new contents.
So...Stay tuned, bye ;)
 

La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
Ancient Rome was "dark" enough. We don't need "fantasy" for this. I want to kill dirty Goths and Vandals, not some fantasy monsters!

But the game looks pretty good. I hope it will have a better UI than their previous productions.
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
Ancient Rome was "dark" enough. We don't need "fantasy" for this. I want to kill dirty Goths and Vandals, not some fantasy monsters!

But the game looks pretty good. I hope it will have a better UI than their previous productions.
I'm working really really hard on the UI; one of the main reason for the Early Access is actually to gather feedback to improve the user interface. But even without EA I can assure you that the actual version is, in this regard and many others, way better than the Demo version released in February.
 

La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
Ancient Rome was "dark" enough. We don't need "fantasy" for this. I want to kill dirty Goths and Vandals, not some fantasy monsters!

But the game looks pretty good. I hope it will have a better UI than their previous productions.
I'm working really really hard on the UI; one of the main reason for the Early Access is actually to gather feedback to improve the user interface. But even without EA I can assure you that the actual version is, in this regard and many others, way better than the Demo version released in February.

I'm glad to hear it. Your previous games had great visual direction, but were a bit clunky to play. But I think it's a obstackle to overcome, especially since you have more experience now.

Do you know Japanese dungeon crawlers? In their games control is always at a high level, even if they have seemingly strange ideas. Maybe there is something worth looking at?
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
Ancient Rome was "dark" enough. We don't need "fantasy" for this. I want to kill dirty Goths and Vandals, not some fantasy monsters!

But the game looks pretty good. I hope it will have a better UI than their previous productions.
I'm working really really hard on the UI; one of the main reason for the Early Access is actually to gather feedback to improve the user interface. But even without EA I can assure you that the actual version is, in this regard and many others, way better than the Demo version released in February.

I'm glad to hear it. Your previous games had great visual direction, but were a bit clunky to play. But I think it's a obstackle to overcome, especially since you have more experience now.

Do you know Japanese dungeon crawlers? In their games control is always at a high level, even if they have seemingly strange ideas. Maybe there is something worth looking at?
Yes I've played different Japanese dungeon crawlers for console in the last few years. The main obstacle for me, as a solo game developer, is to manage every aspect of the game at the same time. Sometimes I add a new game mechanics but the user interface for that specific mechanic is far from being perfect for other players than me XD. That's why I 'm looking for users feedback.
 

La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
Ancient Rome was "dark" enough. We don't need "fantasy" for this. I want to kill dirty Goths and Vandals, not some fantasy monsters!

But the game looks pretty good. I hope it will have a better UI than their previous productions.
I'm working really really hard on the UI; one of the main reason for the Early Access is actually to gather feedback to improve the user interface. But even without EA I can assure you that the actual version is, in this regard and many others, way better than the Demo version released in February.

I'm glad to hear it. Your previous games had great visual direction, but were a bit clunky to play. But I think it's a obstackle to overcome, especially since you have more experience now.

Do you know Japanese dungeon crawlers? In their games control is always at a high level, even if they have seemingly strange ideas. Maybe there is something worth looking at?
Yes I've played different Japanese dungeon crawlers for console in the last few years. The main obstacle for me, as a solo game developer, is to manage every aspect of the game at the same time. Sometimes I add a new game mechanics but the user interface for that specific mechanic is far from being perfect for other players than me XD. That's why I 'm looking for users feedback.

Ah, un ragazzo solo contra il mondo. I like it.

I have one piece of advice - make the player "feel" that he is pressing something. It's pure illusion, but psychologically important. We need that feeling of "I pressed that, at this time".
 
Last edited:

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
My September is looking pretty nice: Ludus Mortis, Wandering Sword, and Fading Afternoon.
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
Reminder: tomorrow, September 29 (5 pm CEST), Ludus Mortis in Early Access on Steam and GOG

promo_img.jpg
 

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